# GameUIAgent: An LLM-Powered Framework for Automated Game UI Design with Structured Intermediate Representation

arXiv: https://arxiv.org/abs/2603.14724 · HTML: https://mlsanity.com/paper/2603.14724/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 17 of its 31 references that are in the map.
- First posted on arXiv 16 Mar 2026.

## Builds on (most cited first, 17 of 17)

- [ReAct: Synergizing Reasoning and Acting in Language Models](https://mlsanity.com/paper/2210.03629/) (2022)
- [Judging LLM-as-a-Judge with MT-Bench and Chatbot Arena](https://mlsanity.com/paper/2306.05685/) (2023)
- [Reflexion: Language Agents with Verbal Reinforcement Learning](https://mlsanity.com/paper/2303.11366/) (2023)
- [Self-Refine: Iterative Refinement with Self-Feedback](https://mlsanity.com/paper/2303.17651/) (2023)
- [A Survey on Large Language Model based Autonomous Agents](https://mlsanity.com/paper/2308.11432/) (2023)
- [Scaling LLM Test-Time Compute Optimally can be More Effective than Scaling Model Parameters](https://mlsanity.com/paper/2408.03314/) (2024)
- [Large Language Models Cannot Self-Correct Reasoning Yet](https://mlsanity.com/paper/2310.01798/) (2023)
- [LayoutGPT: Compositional Visual Planning and Generation with Large Language Models](https://mlsanity.com/paper/2305.15393/) (2023)
- [When Can LLMs Actually Correct Their Own Mistakes? A Critical Survey of Self-Correction of LLMs](https://mlsanity.com/paper/2406.01297/) (2024)
- [Design2Code: Benchmarking Multimodal Code Generation for Automated Front-End Engineering](https://mlsanity.com/paper/2403.03163/) (2024)
- [pix2code: Generating Code from a Graphical User Interface Screenshot](https://mlsanity.com/paper/1705.07962/) (2017)
- [Large Language Models and Games: A Survey and Roadmap](https://mlsanity.com/paper/2402.18659/) (2024)
- [Large Language Model Agents Are Not Always Faithful Self-Evolvers](https://mlsanity.com/paper/2601.22436/) (2026)
- [GUIDE: LLM-Driven GUI Generation Decomposition for Automated Prototyping](https://mlsanity.com/paper/2502.21068/) (2025)
- [SpecifyUI: Supporting Iterative UI Design Intent Expression through Structured Specifications and Generative AI](https://mlsanity.com/paper/2509.07334/) (2025)
- [CoGen: Creation of Reusable UI Components in Figma via Textual Commands](https://mlsanity.com/paper/2601.10536/) (2026)
- [AutoGameUI: Constructing High-Fidelity GameUI via Multimodal Correspondence Matching](https://mlsanity.com/paper/2411.03709/) (2024)

## Built on by (most cited first, 1 of 1)

- [Agentic Visual Generation: From Generative Models to Agentic Control](https://mlsanity.com/paper/2609.06758/) (2026)

## Abstract (arXiv)

Game UI design requires consistent visual assets across rarity tiers yet remains a predominantly manual process. We present GameUIAgent, an LLM-powered agentic framework that translates natural language descriptions into editable Figma designs via a Design Spec JSON intermediate representation. A six-stage neuro-symbolic pipeline combines LLM generation, deterministic post-processing, and a Vision-Language Model (VLM)-guided Reflection Controller (RC) for iterative self-correction with guaranteed non-regressive quality. Evaluated across 110 test cases, three LLMs, and three UI templates, cross-model analysis establishes a game-domain failure taxonomy (rarity-dependent degradation; visual emptiness) and uncovers two key empirical findings. A Quality Ceiling Effect (Pearson r=-0.96, p<0.01) suggests that RC improvement is bounded by headroom below a quality threshold -- a visual-domain counterpart to test-time compute scaling laws. A Rendering-Evaluation Fidelity Principle reveals that partial rendering enhancements paradoxically degrade VLM evaluation by amplifying structural defects. Together, these results establish foundational principles for LLM-driven visual generation agents in game production.
